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Sorry for the wait. This update includes quite a few smaller changes, this update didn't focus on one big thing. It should give slightly better performance, more flavour, just some fixes in gameplay and slightly better AI performance! The changelog can be found below and in the download, together with some tips for increased performance and a list of the music tracks I use in the mod.
Changelog:
Main stuff:
- Some extra stuff for New England
Added an event for a great power New England that gives them the possibility of coring the Maritimes; has a special assimilation bonus to core the Canadians in the Maritimes (comes out to normal non-new world assimilation)
Added an option for New England after coring New York that ensures they do not need to attack the USA right away (but are likely to do so still)
Removed accepted culture of Yankee from the event; added a special assimilation bonus for New England for Yankees in New York (comes out to normal non-new world assimilation)
- Map changes
Added Bouvet Island, a currently still unhabited, Norwegian island; historically 'annexed' in 1928; added an event to colonise the island as well
Passing the Pyrenees through the middle has been made impassable, also slightly changed one Spanish province's borders to account for that
Visual terrain changes in the Cree Confederacy territory
Changes to Formosa/Taiwan, the eastern province was actually not administered by the Qing until ~1875 (https://www.reddit.com/r/victoria3/comments/umn14k/eastern_taiwan_should_have_a_decentralized_nation/)
The eastern province is now uncolonized, with a life rating of 15
Changed the borders of the three provinces
Added a Formosan culture, replaces the already present Asian Minor pops. I took a few example names from all 16 different tribes; some pop changes as well
Added a event for the Qing to colonize the eastern province (likely to happen the nearer you get to 1885, after that it's free to be colonized ny foreign powers), will happen in about two-thirds of the games
- Changes to the Irish famine
Added a negative modifier for RGO output for the modifier all Irish cores start with
Slightly lowered mean time to happen for the event that kicks off the disaster
Added a slight plurality subtraction for choosing the lightest option to combat the famine
Added a second option to the agitations and emigration events that halves the duration, but costs some money
Added a small cost to the distributing food event
- Rhineland rebalance
Removed cannery factory at start
Switched steel mill and machine parts factories at start to the Rhineland-Palatinate
Changed industrial pops to accomodate the above changes, reduced total amount of industrial pops
'Emigrated' a ~10k South German pops from Kaiserlautern to northern Bavarian provinces
Slightly decreased literacy rates in Kaiserlautern compared to the rest of the Rheinland (to symbolise the fairly recent change in ownership)
Changed Northern Rheinland state 'capital' from Cologne to Aachen
- Some Cree Confederacy changes
Added some more leader names to the Cree culture
Added an event for the Cree Confederacy to colonise a province to the north-west of the nation, if they are at least 45% civilized (province has different terrain as well)
Very slightly increased the chance for the Cree Confederacy in 1838 to create their writing system
Writing system event mean time to happen reduced by every 0.4% intellectuals instead of every 0.8% (total reduction not changed, but is a slight buff)
- National focus changes, including an entirely new (perhaps OP, perhaps too weak) national focus
It increases pop growth by 0.1% monthtly - very unfortunately, it is not possible to use a lower value here...
Big debuffs: -15% throughput for factories and RGOs, and -0.1 prestige and -0.03 research points per province in the state
You unlock it by researching a new invention under the Experimental Psychology technology. This triggers an event which enables the focus (by giving a country flag)
Please let me know how balanced this is, and what you would suggest to change about it! I would really like to keep a version of this in the game, so don't just suggest to remove it
Changed the emigration push national focus from 15% to 20%
Removed the encourage labourers national focus, as it does not work. Use encourage farmers instead! This unfortunately does not show your labourers percentage in the state, and it of course shows the promotion to farmers when checking pop promotion
- New music tracks that can play for the Celtic cultures
- The Butterfly. Kid on the Mountain by Sláinte | Freemusicarchive.org
Music promoted by Chosic.com
Creative Commons CC BY-SA 3.0
Creativecommons.org
- Might & Magic by Alexander Nakarada (www.serpentsoundstudios.com)
Licensed under Creative Commons BY Attribution 4.0 License
Creativecommons.org
- Grundar by Alexander Nakarada (www.serpentsoundstudios.com)
Licensed under Creative Commons BY Attribution 4.0 License
Creativecommons.org
Other changes:
- Added a liquidity event, if a country's treasury has over 7.5 million in cash during peacetime; this distributes one million cash over a lot of pops. Taken from HPM Plus: Moddb.com
- Slightly changed population (for culture proportion) in Valencijn
- Slightly changed population for multiple provinces in eastern Czechia
- Severely reduced the starting amount of bureaucrats in Belgian Artois
- Reduced reactionary loyalty in Sligo, Ireland from 10 to 5
- Removed the research post's immigrant attraction modifier (it didn't matter anyway, it's controlled in the general migration bonuses (max of 400 pops))
- The Netherlands now is an absolute monarchy at the start again. Tweaked the Dutch constitional reform event:
Force changes the country to a constitutional monarchy
Its threshold for firing is a 30% liberal population instead of 33%
AI more likely to choose the reform when the country changed to semi-constitutional in the meantime
AI more likely to refuse the reform when the average militancy is below 2
When refusing the reform: scaled consciousness for conservatives from 2 to 3 and scaled militancy for reactionaries from 0 to -1
- Increased the amount of techs countries that civilize from min:0.1/max:0.15 to min:0.12/max:0.18
- Factories can now hold 3k money instead of 2.5k
- Two new leader traits: Ordered (personality; +5% organisation and +1% reliability) and Mercenary (background; +2 attack and +10% reconnaissance)
- Tweaks to the excavations in Egypt
Added a new event to get a mercenary leader as a general
Slight tweak of AI chances giving rights to excavate in Egypt
Slightly decreased chance of AI pulling out when their team gets into trouble (event)
Changed money cost from saving excavation team from 200 to 2 days of 100% tax
- Some AI changes:
Slightly increased the amount of money AI will spend on army and navy
Very slightly decreased AI spending on naval bases, very slightly increased AI spending on railroads
Very slightly decreased the percentage of capitalists the AI prefers to have
Very slightly changed preferred AI army composition
- I've changed some province names in Ukraine -which have now changed in our common knowledge- to their Ukrainian names
- Increased flashpoint decay bonus for the lowest rank Great Power from 0.03 to 0.04
- Included 10 fixed flags, thanks Savs!
- Some small things I didn't list, other visual terrain changes across the map, extra localisation, added pictures to more events and decisions
Fixes:
- Found and fixed some more 'more than 100%' conditions that needed fixing
- Figured out that population_growth modifier does not go to the 0.01%s, so 'fixed' the following modifiers:
Moderate Irish famine debuff: local_artisan_throughput and local_factory_throughput from -35% to -40%
Treaty port buff: population_growth from 0.05% (didn't work at all) to 0.1%
- Slightly decreased amount of luxury goods filled needed for pops to promote to aristocrats, total bonus remains the same
- Fixed the NGF giving up their cores on Alsace–Lorraine if they do not border France
- Minor bug and localisation fixes
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